|Commander / EDH||Legal|
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|Promo Set (000)||Uncommon|
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Volcanic Fallout can't be countered.
Volcanic Fallout deals 2 damage to each creature and each player.
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|Have (8)||gosora , MoJoMiXuP , golgarigirl , buildingadeck , TheDuggernaught , fireborne1986 , gildan_bladeborn , HR19|
Volcanic Fallout Discussion
4 days ago
shrapnel_ Wow, this is a lot of suggestions. Some suggestions aren't bad (mostly old tech) but some of these suggestions are just scrub tier. In this whole list, there's only one card that I haven't actually thought about that's worth a look into testing, and I'll tell you which card that is later.
Firstly, I'll say that I don't think 4x Fireblast is incorrect but then again I don't think 2x is incorrect either. Determining the number of copies of a card you run in a deck really just depends on how often you want to see the card. For me, it is a great finisher but because you have to sac lands for it a finisher is all it is most of the time, so that's why I choose to run it as a 2-of. As I said in a prior comment, it sucks when you get multiple fireblasts clogging your opening hand or if you draw more than 2 a game. For me to want to run a card as a 4-of, I have say yes to the question of "If I could legally run 5 or more copies in this deck, would I do so?" Needless to say, the answer to that question is a hard No for Fireblast. However, saying "yes" to the question is also completely justifiable and logical and I don't think it's bad to run 4 copies. It just doesn't suit my personal preferences.
The great thing about Burn is that the deck can virtually ignore most forms of card advantage in the format. The correct philosophy for a burn player is "It doesn't matter how many cards my opponent draws if they are dead." For example, Shardless BUG is a great matchup for burn despite it being a heavyweight card advantage monster in the mid game. Unless your opponent is playing lands I think the extra card advantage Goblin Guide gives to your opponents is negligible (and I've even had games against lands where Guide made my opponents draw 3 cards in an entire 3-game match). The great thing is, if your opponent doesn't draw land, you get to know what your opponent draws next, so sometimes the drawback isn't even a drawback.
Read my primer for why I choose to run creatures in my burn list, as it includes the criteria for if a creature merits inclusion should you go that route. As per the criteria, Satyr Firedancer is not good enough for Legacy burn, as it doesn't immediately deal damage on it's own. You need another spell to get it started, and at 2 mana that's a lot to ask for just to maybe get a 2-for-one.
The main advantage of permanents in burn is the extra card advantage. If your opponent doesn't have the removal right away, you can hit your opponent for extra damage in subsequent turns without spending any cards to do so. That's why you don't see any creatureless burn decks. It's way too easy for those builds to gas out and run out of cards before killing your opponent because there's little to no repeating sources of damage if you choose to not run any creatures. As for permanents like Sulfuric Vortex, there's little enchantment removal that sees maindeck play, and I personally don't run enough copies to justify any opponents siding in enchantment removal.
Bomat Courier doesn't look too shabby, however. I'll see if any other Legacy burn players are testing it and how it works for them. This is your one suggestion that I actually haven't thought about that merits a look.
I used to run Magma Jet in older versions of the deck years ago but now it just seems too slow, even with the scry. Burn is all about hyper efficiency nowadays and 2 damage for 2 mana is not good enough even with a scry clause attached.
Ball Lightning is too expensive for a creature that can die easily. Spark Elemental is just worse than any of the 16 1-mana bolt spells that we run. I used to run Hellspark Elemental in older versions of the deck (before Eidolon and Swiftspear were printed), but it's pretty old tech at this point. Heck, every card you mention after that point is old tech.
Faithless Looting is useless in this 75. This is burn, play burn spells. Actually, it's slightly worse than useless since it generates -1 card advantage while dealing a grand total of 0 damage.
Glacial Chasm is also useless in our build. What exactly do we need this against? What fair non-combo deck are we slower than? With proper draws burn wins most damage races against decks that win using creatures anyway. In addition, saccing lands and eating a land drop is pretty horrible for us since we need to maximize our mana as early as possible. If we drop this turn 2-3 we've essentially wasted a play that could have been used to play a burn spell.
Leyline of Punishment is pretty bad. It's usually a dead draw if you don't start the game with it on the field and it doesn't deal any damage on it's own anyway so I don't think it's worth the dead draw risk. Patrick Sullivan (or some other Modern Naya burn player on SCG I don't remember exactly) wrote an article on why the Leyline was bad and even suggested that Skullcrack was a better sideboard card than Leyline.
I think Volcanic Fallout is a better Sideboard card than Flamebreak since most creatures played in legacy are X/2's. There's not many X/3 creatures being played at the moment. With blue creature decks running around in the format, I believe the uncounterable clause is more important than being able to nab an X/3 and getting around regeneration.
6 days ago
2 weeks ago
Thank you for the suggestions ArcticJohn!
You are 100% right about Faithless Looting & Dragon Fodder. I have also cut Volcanic Fallout and 1 Mountain for 3 Infernal Plunge. I know if has a sac condition to it, but it allows the combo to trigger on T3 even with just 2 lands.
As for the sideboard, I have just moved and don't know the meta of the modern group that plays on Saturdays. There are staples like Shatterstorm and Molten Rain in the maybeboard that can be added to it, but I will wait to see what is played.
3 weeks ago
I will state this again, since it seemed to be lost on you the first time. I don't care if you don't want to run any of the cards I suggested. I merely suggested the cards I did based on my own experience. If you don't want to use them don't, it is your deck not mine. Don't be rude about it though. Don't sit here and explain my reasoning as seeing these cards in deck lists and suggesting them. I run a merfolk modern deck. I use Aether Vial to help spit out lots of creatures without having to pay for them. I run Triton Shorestalker just to have an unblockable creature that doesn't care about islands. I use both Spreading Seas and Aquitect's Will to generate islands on the opposing side of the board. I also use 4 of each lord, as well as Silvergill Adept and Kopala, Warden of Waves. Find that deck list somewhere and post it up. I only run 18 lands since I have Aether Vial and I switch to a control deck in games 2-3. My sideboard has me remove the vials and lords for things like Force Spike Logic Knot and etc. I was just content letting you rage on about your superiority, but at the end of the day the biggest difference between you and most other users I have interacted with on here is your lack of tact when it comes to suggestions. You chose to berate and belittle those offering their help instead of merely dismissing the suggestions. So allow me to ask you some questions about the way your deck is made. How do you deal with Volcanic Fallout? How well does your counter magic work against things like Grand Abolisher? How does it handle 8 whack if you are on the draw? It doesn't look like you have life gain or a board whipe what does it do then? Your deck isn't perfect by any stretch of the imagination. You probably get outpaced by boggles too. You are a sub par deck builder laughling loudly at people trying to help you. The world would be a better place without people like you in it.
3 weeks ago
Even against Control, I still think you want Anger of the Gods so you can pair it with something like Abrupt Decay, Fatal Push, Victim of Night, and so on to exile problematic creatures. It may involve 2-for-1'ing yourself, but if it deals with their win condition when you don't have access to Path to Exile, it's relevant.
I do like Volcanic Fallout against decks like Faeries, Fish, Affinity, and Infect because you can kill their manlands. Most of the time, Anger of the Gods is still going to be the better choice, but nuking a Mutavault or Inkmoth Nexus can be crucial.
4 weeks ago
Volcanic Fallout's instant speed deserves honorable mention.
1 month ago
I am personally not sure that Ragged Veins and Spiteful Shadows are better than Boros Reckoner. I might concede that they are better than Spitemare though. But a 3/3 body that can trade with pretty much any creature in modern is not too bad. The 3 toughness for 3 mana is kind of meh, but Lightning Bolt is not as heavily played as it used to be. It still dies to a revolted Fatal Push and of course Path to Exile -- but most things do. I think the big thing that separates Boros Reckoner from the enchantment options is that it can actually do things by itself. It is a usable card by itself and only gets better with set up; whereas those enchantments really do not do much unless you have set up.
That being said, I do like the idea. I, myself, have played a little bit with a version running for Swans of Bryn Argoll, and Nahiri, the Harbinger (along with Emrakul, the Aeons Torn as an alternate win that also combos well with Nahiri's Wrath). Pinging both Swans of Bryn Argoll and Boros Reckoner with a Pyroclasm or Volcanic Fallout to deal 4 dmg to an opposing creature, 2 dmg to all my opponent's other creatures, and then draw 2 cards is pretty nasty.
1 month ago
That was originally a second Anger of the Gods, and I feel like 4 board wipes in the 75 is about as low as I'm willing to go. I am currently testing Kozilek's Return as an instant-speed board wipe. It hits a turn sooner than damnation, and a lot of what I want to hit at 3 gets hit at the 2 damage mark as well. The other option that I considered testing is Volcanic Fallout, but in several white matchups and the merfolk matchup as well, Protection from Red is a thing, so the devoid could be more important than being uncounterable.
I've seen it run in W/R prison decks, and while B/R Moon has a lot of differences, I figured I'd give it a shot to see how it does.